Besides 2 new helicopters, Russian armed forces in PR will get another update: "Arbalet-DM" (translation "Crossbow") a Remote Weapon Station with thermal optics for Tigr-M armored jeep. Its an analogue of the American CROWS RWS.

Today I'm proud to announce that smoke grenades will finally make a come back in COOP!

The reason why they were taken out is because they never worked against bots. They were able to see through them, making cover useless. This has been a problem in Battlefield 2 since it's release, and therefore many servers opted to prohibit using smoke grenades against bots.

...Until now.

So I am pleased to say that all smoke grenades will now properly against bots!

These apply for all smoke grenades including Underbarrel Grenade Launchers but excluding Signal Grenades.

How it works:

The smoke grenades spawn an invisible sphere collision mesh which is created as a Projectile to be used against bots. Using the napalm system (GLU-1) to create a spawner, it spawns an invisible Player Controlled Object with mapped materials and detonation code that uses the collision mesh when the projectile is activated.

Smoke Grenades and UGL SP versions are created to use each spawners with varied delays and only for _sp kits/factions. This is to ensure that it remains in the COOP gamemode only.

The concept of this system was created by SatNav in the BF2SP Community, a retired, knowledgeable, veteran BF2 modder who has contributed a lot in our understanding of the BF2 Engine and modding in general.

Initially, it is an Emitter that uses the invisible sphere Collision Mesh and Air Map Material as a Particle Effect. This was attached to the Smoke Grenade effect and set to spawn upon firing. The only disadvantage was that it only worked in Offline mode.

Since then, many other modders set out to improve upon it and make it work online.

How to use:

For Smoke Grenades: A 15 second delay when the projectile lands. Simply wait for the smoke effect to completely fill at its peak before moving.

For UGL's: A 1 second delay when the projectile lands.

It is also included for the new ninja _sp kits so admins can freely use it against bots!

The same system will be incorporated for Vehicle Smoke Launchers too, allowing land vehicles to avoid sticky situations in COOP.

This feature will make gameplay more immersive and realistic, allowing teammates to make revives safely, provide cover or as a distraction.

Expect this feature to ship out with the v1.6 update when it's released!

Comrades, I present you Kamov Ka-29 :p (NATO reporting name "Helix-B"), a specialized Russian Navy transport and assault helicopter. It is planned to replace the vanilla transport Mi-8 and light attack Mi-24 on the maps where Russia operates from sea. In reality, neither Mi-8 and Mi-24 Hind are meant to be stationed on ships as they are simply too big, don't have foldable blades, so our Ka-29 should bring some more authenticity as well as diversity.

Click To Enlarge

Click To Enlarge

Click To Enlarge

Click To Enlarge

Click To Enlarge

Click To Enlarge

Ka-29 was meant to become a marine equivalent of Mi-24 on land. It can both transport troops(16 soldiers) and engage enemy with variety of weaponry, ranging from unguided rockets to, cannons, ATGMs and bombs. It also has the 7,62 mm Gatling gun "9-A-622" mounted in the nose compartment. The gun has limited movement and is controlled by a co-pilot. But being designed and produced during Soviet times, as with Mi-24V, helix does not have modern thermal optics for its ATGMs.

ATGM, cannons attack versions probably would be introduced later on. As usual, we will implement both armed and unarmed variants. Whether this heli would be present in the next release is also unknown, however we are working on it.

Cheers

Previous blog about Mi-8: https://www.realitymod.com/forum/blog.php?b=464
]]>Hokuninhttps://www.realitymod.com/forum/blog.php?b=465New Mil Mi-8 AMTSh (Hip)https://www.realitymod.com/forum/blog.php?b=464
Tue, 18 Sep 2018 06:46:42 GMTHello Project Reality Community! Today I would like to show off one of the new assets I have been working on for a future PR release. With this...Hello Project Reality Community! Today I would like to show off one of the new assets I have been working on for a future PR release. With this particular developer blog focusing on work on one of the new Russian helicopter.

Mil Mi-8 AMTSh

I'd like to introduce you to the new modernized Mil Mi-8AMTSh (NATO reporting name "Hip"), transport and assault helicopter now widely used by the Russian Armed Forces. It is planned to replace the vanilla BF2 Mi-8 for the Russian forces ingame, and possibly added to Chinese forces in the future too.

This new version of the Mi-8 has a ramp and dolphin nose, though the ramp won't be openable in-game, since there is a gunner's seat on it and in real life, soldiers use side door for disembarking anyways. It will have a total of three gunners: two on sides and the one on the back, so you will have most of the perimeter covered.

Naturally, Mi-8 will have an unarmed transport version and armed attack version with up to 120 unguided S8 rockets mounted on its hardpoints.

Click To Enlarge

Click To Enlarge

Click To Enlarge

Click To Enlarge

Click To Enlarge

Click To Enlarge

The model and textures are practically finished, but it still has to be export to the engine, full coding and extensive QA. This can take considerable time, so you will probably have to wait a bit longer until you can take this chopper for a spin, so don't expect it to be in the next release, but rest assured it will be in a future one!

But this is not all, there is another new Russian helicopter that I have been working on that we will showcase later on so keep your eyes peeled!

Cheers,- Hokunin
]]>Hokuninhttps://www.realitymod.com/forum/blog.php?b=464Panzer Zielfernrohrehttps://www.realitymod.com/forum/blog.php?b=461
Wed, 29 Aug 2018 09:53:11 GMTWe finished new sights for all of the German Panzers that will be present in WW2:
Image: https://i.imgur.com/6XZbaIl.jpg
Image:...We finished new sights for all of the German Panzers that will be present in WW2:

When playing Dutch forces in PR, I had a weird feeling about UGL animations, they didn't feel PR-like. So I took the initiative to change that and created an entirely new animation set for C7NLDAG36. Here it is:

Animation render:

How it was made:

This update will also include in-zoom tweaks for C8NLD and C7NLD Dutch assault rifles with Aimpoint sights to make them feel more natural like US the M4/M16 CCO variants.

Today i'm going to introduce one of things that I've been working on for last few weeks, the new QJY-88's animations.
It will be replacing the placeholder PKP as the Chinese Machine Gunner weapon. It will have both scoped(with BUIS) and iron sight variants. It is a 5.8x42mm machine gun designed in the late 1980s by Norinco.

Animation render:

In-game footage:

The original model is from the Lion's Roar mod team. The scope is made by our own Tim270.
Arab helped with sounds, Mats with coding and Mineral with export.

I'm w0lf3k and the current PR Animator. My first contact with PR was happened in 2011, but my modding career only started in 2016.

Back then, I asked rpoxo(rPoXoTauJIo), which is my clanmate, R-DEV and UAF faction lead, what was the issue with the Ukraine Armed Forces and why "they" had not releasing it yet, to which the reply was the classic "want it? Do it! :)".

And so I did.
My first take was the T-64BV Main Battle Tank, a 38 tonnes tank <...yaya some facts about the tank...> used by the UAForces. That was a tough start for me and in hindsight, I realize that I should not had started 3D modeling with suck a complicated model. Additionally, due to my college education I was forced to drop this project.

My second attempt in modding, was more than a year later with the creation of the M2 Carl Gustaf model, which its close to be finished, but in my opinion I may have rushed it slightly, so I still want to improve it and fix some issues before I consider it PR ready. Thou, I haven't given up on T-64BV. I've already did and still do some improvements on that model now and then.

As you can testify, I planned to be a modeller but I was a fool...

I was invited to the team last August, in 2017, but to my surprise the job's description was Animator. This had been a well planed rpoxo's TRAP!

The truth is that there was none in the team to do animations, including the ones for my M2 Carl Gustav and so I've accept my fate.
In the following months my main attention was focused on learning animations from scratch and fixing third person animations for the Polish and PR:WW2 factions.
I made a special animation rig to make the ammo belts move natural.

Since the Polish faction has been released and almost all animations issues have been fixed for PR:WW2 I now have more free time to spend on new weapons for core PR itself.
Today in my first entry I want to tease some of my work - the X95 for the IDF faction and M1919A6 for the US WW2 faction.

Small Teaser Animation of the new (WIP) Super Etendard for Project Reality: Falklands. All moving parts "should" work more or less the same ingame as they do in this video once the model is fully exported and coded :)

]]>Outlawz7https://www.realitymod.com/forum/blog.php?b=455Twitter Rage!https://www.realitymod.com/forum/blog.php?b=454
Fri, 09 Jun 2017 12:44:43 GMTHey guys,
Just made a little Twitter account to give a little insight into the development process, as well as give a few sneak peaks of some...Hey guys,

Just made a little Twitter account to give a little insight into the development process, as well as give a few sneak peaks of some upcoming stuff. Dunno how well its going to turn out but thought it might be worth a shot.

Anyways put a little sneak peak of some brand new HESCO textures/models I've been working on over the last couple of days ;)

]]>Rhinohttps://www.realitymod.com/forum/blog.php?b=454GPO updates for 1.4.10.0https://www.realitymod.com/forum/blog.php?b=453
Thu, 18 May 2017 23:19:15 GMTMore layer changes are in store for the next release of Project Reality and I thought I'd share some of the bigger ones.

Kashan Desert

Both bunker flags are now in play at the same time while the last flag is picked randomly from either North/South Village or Outpost. Since most of the action happens around bunkers, the idea is to allow either side to attack either South or North Bunker at all times; the dominating side having to defend two flags while attacking the third to slow them down while cutting the game short once either one of the Village/Outpost flags is captured since so far the game was always over in practical terms when that happened and it also gives a chance to Outpost flags to be in play.

The Alternative layer was also changed; the T72M was buffed to T72S and BMP2s now come with ATGMs. Both Bradley and BMP2 are now 10 minutes delayed, (transport helicopters, tanks, attack helicopters and anti-air are as they were) giving infantry a 10 minute window without any assets in order to set up. Better make good use of those 6 trucks.

Charlie's Point

Major changes to this map include putting the northern landmass out of bounds save for the US main base, redone DoDs, giving US team an area attack, moving the ZPU4 in grid L9 behind some cover from where it cannot fire into US main, marking NVA base on map and changing undergrowth to draw further and be shorter in height. New flag routes for AAS, flags can now be recaptured by NVA, alternative layer with APCs (M113&ACAV vs BTR60) and a Skirmish layer.

Asad Khal

Playable area was opened up, especially in the west. Mapper placed ammo caches were removed and Hamas now has logistics technical for resupply/kit request. Both North and South Objective flags are in play at the same time for the same reason as Kashan bunkers above and the Breaking Point/Forward Base flags were removed because they just postponed the inevitable once the opposing team broke through and was in position to capture Village/Supply Route and those. On Alt layer the MEC MTLB now respawns to even it out with IDF M113 and added Skirmish Alt with MEC vs IDF as well. Skirmish now has DoD for spawn areas and slightly larger playable area.

]]>Outlawz7https://www.realitymod.com/forum/blog.php?b=453Infantry weapon damage changeshttps://www.realitymod.com/forum/blog.php?b=452
Sun, 23 Apr 2017 02:13:05 GMTThe next hotfix, which will be out shortly, will also have some big changes to the infantry weapon meta: kinetic energy (KE) inspired damage...The next hotfix, which will be out shortly, will also have some big changes to the infantry weapon meta: kinetic energy (KE) inspired damage settings. I've been collecting ammunition data for PR's factions ever since I joined the team. This will be the first stage of putting it to use.

The final implementation, which will take into account smaller differences in bullet weights and barrel lengths, will take more time. In the meantime, this will have most of the same gameplay impact.

Each weapon will now have a base damage that is typical for its caliber as before, but that damage will be set on hard data - on a typical projectile weight and muzzle velocity for that caliber. I've also made other tweaks to the damage model, such as tweaking body armor effectiveness and damage loss over distance.

In more detail:

Base damage will be KE-based. This is an oversimplification, but at least it's based on hard data now. Most factions in PR have heavy enough body armor to completely stop small arms calibers from penetrating anyway - in this case internal trauma would realistically depend on KE. There is room to expand on the modifiers against unarmored targets, but that is much harder to put a number to. 5.56/5.45 will stay the baseline, at least for now - its damage will be about the same as in 1.4.7. Other calibers though be more extreme based on the KE difference compared to 5.56. Full-powered 7.62 will still be a 2-shot kill to the torso with body armor, but a one-shot without. On the other hand, 9mm will be much weaker.

Faster damage loss over distance. In reality a 7.62 loses about half of its KE at 400m, and a 5.56 2/3. Previously, most rifle bullets weren't set to lose any damage until they hit 400m, with the damage lost stopping at 1000m. The distance settings for snipers were 2-3x larger. Now the damage loss will always start immediately, and cease when the round would go transonic (this tends to destabilize the bullet - later the bullet will be set to despawn completely at this point to represent that).

Removal of the 'skill bonus' to damage for marksmen and sniper weapons. Previously, they had a higher base damage setting compared to to the same caliber when in a normal infantry kit's weapon. This was originally added under the reasoning that they have better training it hitting vital areas. That might make sense for a SWAT sniper, but not in engagements about engagements at several hundred meters against targets with body armor that will prevent a sniper bullet from hitting vital organs at all. Such training should also not help in damage against vehicles, but with almost 2x the base damage in some cases it definitely did in PR.

Addition of a new material for the lower torso. Previously the damage modifiers for upper and lower torso (i.e. the hips/upper leg area) were the same, so shooting someone in the upper thigh would do as much damage as a chest shot without armor. Now the amount of damage is between upper torso and limbs.

Adjustments to the damage modifiers against body armor. Before modifiers varied depending on the caliber. 7.62 was set to do slightly better against heavy body armor than 5.56, even though neither can penetrate level IV protection. 5.56 was losing some damage against light armor, but realistically a high velocity projectile will overcome a ballistic vest so quickly that almost no energy is lost. Now the system is all-or-nothing. A projectile will do either 1x(base damage) against body armor if it cannot penetrate, and 1.7x, the same as no armor, if it can.

Kit changes to unconventional factions to account for the low-caliber damage nerf. Most submachine guns in particular got replaced with larger-caliber weapons in spawn menu kits. These were moved instead to ones that don't need firepower as much, like the engineer.

How these changes will change the meta:

Pistol-calibers and buckshot will be worse against modern factions since they all have at least ballistic vests. They are nerfed somewhat against unarmored ones as well.

Battle rifles, and with them MEC, will be buffed. A 7.62 hitting the hips/upper leg area, which as I said is not affected by body armor, will take a player down in one hit at close range (out to ~80-90m). Other than personal preference, there were not many reasons to take them before. Generally 5.56 had double the ammo, lower recoil, lower settle time, and a higher fire rate. Somewhat higher damage was the only advantage, but was too small to be worth it - 5.56 was still a 2-shot kill against the unprotected lower torso/legs.

Marksmen will be buffed for the same reason.

Most snipers will be nerfed against conventional forces - all 7.62 are now a 2-shot against heavy body armor even at point blank since the skill bonus is gone. Only .338 snipers like the C14 and AWM keep one-shot potential and retain it out to significant range. Marksman will be a better choice for most situations.

Long-range fire will be less effective overall.

Close-range combat in Vietnam and the Falklands will be extremely deadly due to the lack of body armor and abundance of full-power 7.62 rifles.

Obviously this will shake up the balance. Unconventional factions won't have the problem of relying on the nerfed SMGs, but we're expecting some issues elsewhere (I may have to remove some of the M14's on Vietnam for example). Feel free to tell us what you think of the changes and balance once 1.4.8 is out! :smile:

Chart:
Not including head, cause that is just as deadly as before.

]]>M42 Zwillinghttps://www.realitymod.com/forum/blog.php?b=452Musa Qala Development Update #2 - Town Centrehttps://www.realitymod.com/forum/blog.php?b=451
Fri, 17 Mar 2017 17:49:55 GMTHello,
Today I get to share the second part of 3 or 4 Musa Qala Development Updates.
For anybody who may have missed the first part, it can be...Hello,

Silly IRL fact: The Town Centre has been occupied by the Taliban since Summer 2015.

Since the play test last year the Town has also been revamped.

Map comparison:

Note that the map is still in heavy development, and that the lightmaps (shadows) haven't been generated yet. As such, the buildings here appear brighter than they will when the map is finished.

As can be seen above, the main feature of the Town Centre rework is the new Patrol Base in the West.
The construction building in this Patrol Base has been given the code name of "White House" by ISAF tropps.
This should not be confused with "FOB White House" in the Kajaki District, one of many neighbouring districts of Musa Qala District.

The White House is the tallest building in the Town Centre and the perfect place to watch the surrounding of the town.

Some new Buildings introduced in v1.4.0 have also been added, seen in the last screenshot.